You are on page 1of 9

J.E.N.

Pengenalan Pemrograman 2

Versi 1.0
April 2007
Source JEDI

Pengenalan Pemrograman 2
J.E.N.I

Penulis Persyaratan-persyaratan Untuk Latihan Laboratorium


Joyce Avestro
Sistem Operasi yang mendukung

NetBeans IDE 5.5 berjalan pada sistem operasi yang mendukung Java VM.
Team Dibawah ini merupakan daftar dari platform-platform yang digunakan:
Joyce Avestro
Florence Balagtas
• Microsoft Windows XP Professional SP2 atau yang terbaru
Rommel Feria
• Mac OS X 10.4.5 atau yang terbaru
Reginald Hutcherson
• Red Hat Fedora Core 3
Rebecca Ong
• Sistem Operasi Solaris™ 10 Update 1 (SPARC® and x86/x64
John Paul Petines Platform Edition)
Sang Shin
Raghavan Srinivas NetBeans Enterprise Pack juga dapat digunakan pada platform-platform
Matthew Thompson berikut ini:

• Microsoft Windows 2000 Professional SP4


Team Translator • Solaris™ 8 OS (SPARC and x86/x64 Platform Edition) and Solaris 9
Frans Thamura OS (SPARC and x86/x64 Platform Edition)
Joko Pitono • Berbagai macam distribusi LINUX
Eko Subiyantoro
Cahya Kusuma Ratih Minimum konfigurasi Hardware
Dwi Martha Sari
Mir’atul Khusna Mufida Catatan: Minimum resolusi layar NetBeans IDE's adalah 1024x768 pixels.
Khansa Fitriannisa
Sulistyaningtyas • Sistem Operasi Microsoft Windows:
Fauzan Prasetyo E.P o Prosesor: 500 MHz Intel Pentium III workstation atau
Allin Junikhah setaranya
Bagus Chandra o Memori: 512 MB
Rizzatama N.S o Disk space: 850 MB dari free disk space
Badar Agung Nugroho • Sistem operasi Linux:
Kadek Surya Pranata o Prosesor: 500 MHz Intel Pentium III workstation atau
setaranya
o Memori: 512 MB
o Disk space: 450 MB dari free disk space
• Solaris OS (SPARC):
o Prosesor: UltraSPARC II 450 MHz
o Memori: 512 MB
o Disk space: 450 MB of free disk space
• Solaris OS (x86/x64 Platform Edition):
o Prosesor: AMD Opteron 100 Series 1.8 GHz
o Memori: 512 MB
o Disk space: 450 MB dari free disk space
• Sistem Operasi Macintosh OS X:
o Prosesor: PowerPC G4
o Memori: 512 MB
o Disk space: 450 MB dari free disk space

Pengenalan Pemrograman 2
J.E.N.I

Konfigurasi Hardware yang direkomendasikan

• Sistem Operasi Microsoft Windows:


o Prosesor: 1.4 GHz Intel Pentium III workstation atau
setaranya
o Memori: 1 GB
o Disk space: 1 GB dari free disk space
• Sistem Operasi Linux:
o Prosesor: 1.4 GHz Intel Pentium III atau setaranya
o Memori: 1 GB
o Disk space: 850 MB dari free disk space
• Solaris™ OS (SPARC®):
o Prosesor: UltraSPARC IIIi 1 GHz
o Memori: 1 GB
o Disk space: 850 MB dari free disk space

• Solaris™ OS (x86/x64 platform edition):

o Prosesor: AMD Opteron 100 Series 1.8 GHz


o Memori: 1 GB
o Disk space: 850 MB dari free disk space
• Sistem Operasi Macintosh OS X:
o Prosesor: PowerPC G5
o Memori: 1 GB
o Disk space: 850 MB dari free disk space

Software yang diperlukan

NetBeans Enterprise Pack 5.5 dapat diakses pada Java 2 Platform Standard
Edition Development Kit 5.0 Update 1 atau diatasnya (JDK 5.0, versi 1.5.0_01
atau diatasnya), dimana berisi Java Runtime Environment plus developer
tools untuk meng-compile, men-debug, and menjalankan aplikasi yang ditulis
dengan bahasa Java. Sun Java System Application Server Platform Edisi 9
telah diuji dengan JDK 5.0 update 6.

• Untuk Solaris, Windows, dan Linux, Anda dapat mendownload JDK


untuk platform Anda pada
http://java.sun.com/j2se/1.5.0/download.html
• Untuk Mac OS X, memerlukan Java 2 Platform Standard Edition
(J2SE) 5.0 Release 4. Anda dapat mendownload JDK dari Apple's
Developer Connection site. Pada:
http://developer.apple.com/java (untuk mendownload
JDK Anda harus melakukan register terlebih dahulu).

Pengenalan Pemrograman 2
J.E.N.I

Daftar Isi
1 Review Konsep Dasar Dalam Java......................................................................
1.1 Tujuan ...................................................................................................
1.2 Konsep Berorientasi Object .......................................................................
1.2.1 Desain Berorientasi Object ...............................................................
1.2.2 Kelas ............................................................................................
1.2.3 Obyek ...........................................................................................
1.2.4 Atribut ..........................................................................................
1.2.5 Method ..........................................................................................
1.2.6 Konstruktor ....................................................................................
1.2.7 Package .........................................................................................
1.2.8 Enkapsulasi ....................................................................................
1.2.9 Abstraksi .......................................................................................
1.2.10 Pewarisan.....................................................................................
1.2.11 Polimorfisme ................................................................................
1.2.12 Interface ......................................................................................
1.3 Struktur Program Java...............................................................................
1.3.1 Mendeklarasikan Class Java..............................................................
1.3.2 Mendeklarasikan Atribut...................................................................
1.3.3 Mendeklarasikan Method..................................................................
1.3.4 Mendeklarasikan Sebuah Konstruktor.................................................
1.3.5 Meng-instansiasi Sebuah Class..........................................................
1.3.6 Mengakses Anggota Object...............................................................
1.3.7 Package .......................................................................................
1.3.8 Acces Modifier ................................................................................
1.3.9 Enkapsulasi.....................................................................................
1.3.10 Pewarisan.....................................................................................
1.3.11 Metode Overriding..........................................................................
1.3.12 Kelas Abstract dan Method..............................................................
1.3.13 Interface.......................................................................................
1.3.14 Kata Kunci This..............................................................................
1.3.15 Kata Kunci Super...........................................................................
1.3.16 Kata Kunci Static...........................................................................
1.3.17 Kata Kunci Final.............................................................................
1.3.18 Inner Classes.................................................................................
1.4 Latihan............................................... ....................................................
1.4.1 Tabel Perkalian................................................................................
1.4.2 Greatest Comman Factor(GCF) .........................................................
1.4.3 Shape............................................................................................
1.4.4 Binatang........................................................................................
2 Exceptions dan Assertions................................................................................
2.1 Tujuan....................................................................................................
2.2 Apa Itu Exception?....................................................................................
2.2.1 Pendahuluan...................................................................................
2.2.2 Error dan Excetion Classes................................................................
2.2.3 Sebuah Contoh................................................................................
2.3 Menangkap Exception................................................................................

Pengenalan Pemrograman 2
J.E.N.I

2.3.1 Try-Catch.......................................................................................
2.3.2 Keyword Finally ..............................................................................
2.4 Melempar Exception..................................................................................
2.4.1 Keyword Throw................................................................................
2.4.2 Keyword Throws..............................................................................
2.5 Kategori Exception....................................................................................
2.5.1 Exception Classes dan Hierarchy........................................................
2.5.2 Checked dan Unchecked Exceptions...................................................
2.5.3 User Defined Exceptions..................................................................
2.6 Assertions...............................................................................................
2.6.1 User Defined Exceptions...................................................................
2.6.2 Mengaktifkan dan Menonaktifkan Exceptions ......................................
2.6.3 Sintax Assertions.............................................................................
2.7 Latihan...................................................................................................
2.7.1 Heksadesimal ke Desimal..................................................................
2.7.2 Menampilkan Sebuah Berlian.............................................................
3 Teknik Pemrograman Lanjut.............................................................................
3.1 Tujuan....................................................................................................
3.2 Rekusif ...................................................................................................
3.2.1 Apa yang dimaksud dengan Recursif? ................................................
3.2.2 Recursif vs Iterasi ……......................................................................
3.2.3 Factorials : contoh...........................................................................
3.2.4 Print n any Base :contoh yang lain.....................................................
3.3 Abstract Data Tipe....................................................................................
3.3.1 Apa yang dimaksud dengan Abstrak Data Type? ..................................
3.3.2 Stacks............................................................................................
3.3.3 Queues...........................................................................................
3.3.4 Sequential dan Linked representation.................................................
3.3.5 Sequential representation dari Integer stack........................................
3.3.6 Linked list.......................................................................................
3.3.7 Linked representation dari Integer stack.............................................
3.3.8 Java Collections...............................................................................
3.4 Latihan....................................................................................................
3.4.1 Faktor Persekutuan Terbesar ............................................................
3.4.2 Sequential representation dari Integer Queues ...................................
3.4.3 Linked representation dari Integer Queues .........................................
3.4.4 Address Book..................................................................................
4 Tour dari Package java.lang ............................................................................
4.1 Tujuan …................................................................................................
4.2 Class Math..............................................................................................
4.3 Class String dan StringBuffer.....................................................................
4.3.1 Constructor String...........................................................................
4.3.2 Method-method String.....................................................................
4.3.3 Class StringBuffer...........................................................................
4.4 Class-class Wrapper ................................................................................
4.5 Class Process dan Runtime........................................................................
4.5.1 Class Process..................................................................................
4.5.2 Class Runtime.................................................................................
4.5.3 Membuka Registry Editor..................................................................

Pengenalan Pemrograman 2
J.E.N.I

4.6 Class System...........................................................................................


4.7 Latihan...................................................................................................
4.7.1 Evaluasi Ekspresi.............................................................................
4.7.2 Palindrome .....................................................................................
4.7.3 Notepad.........................................................................................
5 Aplikasi Berbasis Text .....................................................................................
5.1 Tujuan ……...............................................................................................
5.2 Argument Command-Line dan System Properties.........................................
5.3 Membaca Standart Input ……......................................................................
5.4 Menangani File ........................................................................................
5.4.1 Membaca Sebuah File .....................................................................
5.4.2 Menulis Sebuah File ........................................................................
5.5 Latihan ….................................................................................................
5.5.1 Spasi manjadi Underscore (_) ……......................................................
6 Algoritma Sorting ..........................................................................................
6.1 Tujuan.....................................................................................................
6.2 Insertion sort...........................................................................................
6.2.1 Algoritma.......................................................................................
6.2.2 Sebuah Contoh...............................................................................
6.3 Selection sort............................................................................................
6.3.1 Algoritma.......................................................................................
6.3.2 Sebuah Contoh..............................................................................
6.4 Merge Sort..............................................................................................
6.4.1 Pola Devide and Conquer.................................................................
6.4.2 Memahami Merge Sort.....................................................................
6.4.3 Algoritma......................................................................................
6.4.4 Sebuah Contoh...............................................................................
6.5 Quick Sort...............................................................................................
6.5.1 Algoritma.......................................................................................
6.5.2 Sebuah Contoh...............................................................................
6.6 Latihan ...................................................................................................
6.6.1 Insertion Sort.................................................................................
6.6.2 Selection Sort..................................................................................
6.6.3 Merge Sort .....................................................................................
6.6.4 Quicksort .......................................................................................
7 Abstract Windowing Toolkit dan Swing ..............................................................
7.1 Tujuan ....................................................................................................
7.2 Abstract Windowing Toolkit vs. SWING ........................................................
7.3 Komponen GUI pada AWT...........................................................................
7.3.1 Window Classes Fundamental ...........................................................
7.3.2 Grafik............................................... .............................................
7.3.3 Beberapa Komponen AWT................................................................
7.4 Layout Manager........................................................................................
7.4.1 FlowLayout Manager........................................................................
7.4.2 BorderLayout Manager.....................................................................
7.4.3 GridLayout Manager........................................................................
7.4.4 Panel dan Tampilan Kompleks ...........................................................
7.5 Komponen Swing......................................................................................
7.5.1 Setting up Top-Level Containers........................................................

Pengenalan Pemrograman 2
J.E.N.I

7.5.2 Contoh Jframe ...............................................................................


7.5.3 Contoh JOptionPane........................................................................
7.6 Latihan....................................................................................................
7.6.1 Tic-Tac-Toe....................................................................................
8 GUI Event Handling ........................................................................................
8.1 Tujuan ...................................................................................................
8.2 Delegation Event Model.............................................................................
8.2.1 Registrasi Listeners.........................................................................
8.3 Class-class Event .....................................................................................
8.4 Event Listeners.........................................................................................
8.4.1 Method ActionListener.....................................................................
8.4.2 Method MouseListener.....................................................................
8.4.3 Method-method MouseMotionListener................................................
8.4.4 Method-method WindowListener .....................................................
8.4.5 Petunjuk Untuk Menciptakan Aplikasi Handling GUI Events ...................
8.4.6 Contoh Mouse Events......................................................................
8.4.7 Contoh Menutup Window..................................................................
8.5 Adapter Classes........................................................................................
8.5.1 Close Window Example....................................................................
8.6 Inner Class dan Anonymous Inner Class ......................................................
8.6.1 Inner Class ...................................................................................
8.6.2 Contoh Menutup Window.................................................................
8.6.3 Anonymous Inner Class..................................................................
8.6.4 Contoh Menutup Window.................................................................
8.7 Latihan...................................................................................................
8.7.1 Tic-Tac-Toe ...................................................................................
9 Threads . ......................................................................................................
9.1 Tujuan....................................................................................................
9.2 Definisi dan dasar-dasar thread..................................................................
9.2.1 Definisi Thread...............................................................................
9.2.2 State dari Thread............................................................................
9.2.3 Prioritas.........................................................................................
9.3 Class Thread...........................................................................................
9.3.1 Constructor...................................................................................
9.3.2 Constant.......................................................................................
9.3.3 Methods........................................................................................
9.3.4 Sebuah Control Thread....................................................................
9.4 Membuat Threads ....................................................................................
9.4.1 Menurunkan (extend) class thread.....................................................
9.4.2 Mengimplementasikan interface Runnable..........................................
9.4.3 Extend vs Implement......................................................................
9.4.4 Sebuah contoh Penggunaan method join............................................
9.5 Sinkronisasi.............................................................................................
9.5.1 Sebuah Contoh yang Tidak Disinkronisasi...........................................
9.5.2 Mengunci Object............................................................................
9.5.3 Contoh Synchronized Pertama.........................................................
9.5.4 Contoh Synchronized Kedua.............................................................
9.6 Komunikasi antar Thread(InterThread) .......................................................
9.6.1 Contoh Produsen-Konsumen.............................................................

Pengenalan Pemrograman 2
J.E.N.I

9.7 Kemampuan Concurrency..........................................................................


9.7.1 Interface Executor..........................................................................
9.7.2 Interface Callable...........................................................................
9.8 Latihan....................................................................................................
9.8.1 Banner..........................................................................................
10 Jaringan ......................................................................................................
10.1 Konsep Dasar jaringan.............................................................................
10.1.1 IP Adress.....................................................................................
10.1.2 Protokol.......................................................................................
10.1.3 Port.............................................................................................
10.1.4 Paradigma Client/Server.................................................................
10.1.5 Sockets........................................................................................
10.2 The Java Networking Package...................................................................
10.2.1 The ServerSocket dan The Socket Class..........................................
10.2.2 The MultiCastSocket dan DatagramPacket Class...............................
10.3 Latihan..................................................................................................
10.3.1 Trivia Server................................................................................
11 Applet .........................................................................................................
11.1 Tujuan..................................................................................................
11.2 Membentuk Applets................................................................................
11.2.1 Hello World Applet........................................................................
11.3 Method-method Applet............................................................................
11.3.1 Siklus Applet (The Applet Life Cicle) ...............................................
11.3.2 Method paint ...............................................................................
11.3.3 Show Status Method...............................................................
11.3.4 Memainkan Audio Clips..................................................................
11.4 Applet HTML Tags...................................................................................
11.5 Latihan..................................................................................................
11.5.1 Tic-Tac-toe Applet satu-player.......................................................
12 Advanced IO Stream.......................................................................................
12.1 Tujuan..................................................................................................
12.2 Tipe-tipe Stream yang Umum Digunakan...................................................
12.2.1 Stream Karakter dan byte.............................................................
12.2.2 Input dan Output Stream.............................................................
12.2.3 Node dan Stream Filter.................................................................
12.3 Class File...............................................................................................
12.4 Class Reader..........................................................................................
12.4.1 Method reader............................................................................
12.4.2 Class Node Reader......................................................................
12. Class-class Filter Reader....................................................................
12.5 Class-class Writer...................................................................................
12.5.1 Writer Method............................................................................
12.5.3 Filter Writer Classes....................................................................
12.5.2 Node Writer Classes.....................................................................
12.7 Merubah contoh Reader/Writer.................................................................
12.6 Contoh Dasar Reader/Writer....................................................................
12.8 Class InputStream..................................................................................
12.8.1 Method Input Stream..................................................................
12.8.2 Class-class Node Input Stream.....................................................

Pengenalan Pemrograman 2
J.E.N.I

12.8.3 Class-class Filter InputStream......................................................


12.9 Class-class Ouput Stream........................................................................
12.9.1 Method Ouput Stream................................................................
12.9.2 Class-class Node Output Stream..................................................
12.9.3 Class-class Filter Output Stream..................................................
12.10 Contoh Dasar Input Stream/Output Stream.............................................
12.11 Contoh Modifikasi Input Stream/Output Stream........................................
12.12 Serialisasi...........................................................................................
12.12.1 Kata Kunci Transient................................................................
12.12.2 Serialisasi : Menulis Suatu object Stream....................................
12.12.3 Deserialisasi: Membaca Sebuah Object Stream............................
12.13 Latihan...............................................................................................
12.13.1 Enkripsi Sederhana..................................................................
13 Pengenalan Generic........................................................................................
13.1 Tujuan..................................................................................................
13.2 Mengapa Generics? ................................................................................
13.3 Mendeklarasikan Sebuah Class Generic.....................................................
13.3.1 Pembatasan ”Primitive” ...............................................................
13.3.2 Meng-Compilasi Generics..............................................................
13.4 Constrained Generics..............................................................................
13.5 Mendeklarasikan sebuah Method Generic ..................................................
13.6 Exercise................................................................................................
13.6.1 Swapping....................................................................................

Pengenalan Pemrograman 2

You might also like